Water Breathing. The ammonite can breathe only underwater.
Inky Escape. The Ammonite can use the Disengage action as a reaction.
Ink Cloud. (Recharge 5-6) The Ammonite releases an ink cloud. It causes a 10-foot cube around it to be heavily obscured for 10 rounds and causes any creatures caught within said cube that were not already in battle to attack the Ammonite's opponent(s).
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (2d8 + 3) slashing damage.
Luminous. The anglerfish emits dim light for 5 ft. around its lure.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 - 1) piercing damage.
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Boneheads are closely related to Thickheads but are smaller and stockier. Their bony skull is white while the rest of them tends to dark shades of brown to near black with green belly. They are study beasts capable of carrying heavy loads for their size. They are omnivorous, eating just about anything including their harnesses if left unattended. They are known for being quit stubborn, hence the name which refers to attitude not just how they look.
Beast of Burden. The bonehead is considered to be a Large animal for the purpose of determining its carrying capacity (420lbs).
Sure-Footed. The bonehead has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Keen Sight. The shark has advantage on Wisdom (Perception) checks that rely on sight.
Underwater Camouflage. The shark has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Proficiency Bonus +2
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Proficiency Bonus +2
Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
Hold Breath. The dolphin can hold its breath for 20 minutes.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.
Proficiency Bonus +2
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must make a DC 10 Constitution saving throw, taking 3 (1d6) lightning damage on a failed save, or half as much damage on a successful one.
Water Breathing. The ray can only breathe underwater.
Camouflage. When motionless and resting against a surface, the ray can only be seen with a successful DC 15 Wisdom (Perception) check.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Electric Discharge - Recharge 5/6. One creature the ray touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC: 14 Constitution saving throw. On failed save, a target takes 4 (1d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the ray's next turn. On a successful save, a target takes half as much damage and isn't stunned.
Proficiency Bonus +2
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Keen Sight. The flamingo has advantage on Wisdom (Perception) checks that rely on sight.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Water Breathing. The flying fish can breathe only underwater.
Swimming Leap. f the fish moves at least 20ft in a straight line then jumps out of the water it can glide 5ft in a straight line above the water for 3 additional rounds. The fish can hold its breath during its glide.
Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM’s permission, the find familiar spell can summon a flying monkey.
Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.Fox, War
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.
Proficiency Bonus +2
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Proficiency Bonus +2
Amphibious. The frog can breathe air and water
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Proficiency Bonus +2
Bite Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Amphibious. The crab can breathe air and water.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
Proficiency Bonus +2
Amphibious.The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Swallow. The frog makes one bite attack against a Small orsmaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target isBlinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Hold Breath. While out of water, the jellyfish can hold its breath for 1 hour.
Water Breathing. The jellyfish can breathe only underwater.
Underwater Camouflage. The jellyfish has advantage on Dexterity (Stealth) checks made while underwater.
Stinging Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 1) piercing damage. The target must make a Constitution saving throw [DC 13] or take an additional 1d4 acid damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Proficiency Bonus +2
Amphibious.The crayfish can breathe air and water.
Multiattack. The giant crayfish makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Proficiency Bonus +2
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Water Breathing. The eel can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Salt Osmosis. Whenever the snail starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the snail deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.
Keen Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Amphibious. The glass gator can breathe air and water.
Constricting Lunge. If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the gator can make one Constrict attack against it as a bonus action.
Standing Leap. The glass gator’s long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.
Transparent. The glass gator has advantage on Dexterity (Stealth) checks made to hide while underwater or in dim light.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 5 (2d4) poison damage at the start of each of its turns, and the glass gator can’t use Constrict on another target.
Reactions
Silt Cloud (Recharges after a Short or Long Rest). When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn’t move with the glass gator.
Proficiency Bonus +2
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Escape The har can take a Dash, Disengage, or Hide action as a bonus action on each of its turns.
Trampling Charge. If the hornface moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hornface can make one stomp attack against it as a bonus action.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 13 (2d8 + 4) bludgeoning damage.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Water Breathing. The trout can breathe only underwater
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Proficiency Bonus +2
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Partially Amphibious. The lobster can breath air and water as long as its gills remain wet.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Water Breathing. The ray can breathe only underwater.
Graceful Leap (Recharge 5–6). The ray jumps up to 10 feet out of the water, then glides up to 20 feet through the air without cost to its movement
Water Breathing. The eel can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.
Charge. If the narwhal moves at least 30 feet straight toward a target and then impales its target on the same turn, the target takes an extra 3 (1d6) bludgeoning damage from the narwhal’s toothy horn.
Hold Breath. The narwhal can hold its breath for 20 minutes.
Impale. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Proficiency Bonus +2
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Proficiency Bonus +2
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Mimicry. The parrot can mimic simple sounds it has heard, such as animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Beak of Concealment. A pelican can hide a small object inside is beak. While inside the object has full cover.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Proficiency Bonus +2
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The quipper can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
Water Breathing. The sea horse can breathe only underwater.
Bite Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Hold Breath. The turtle can hold its breath for 2 hours.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) piercing damage.
Shell Withdrawal. The turtle withdraws into its shell. Until it emerges it has three-quarters cover and advantage on Strength and Constitution saving throws. While in its shell, the turtle is prone, its speed is 0 and can't be increased, it can't take reactions, and the only action it can take is a bonus action to emerge.
Hold Breath. The seal can hold its breath for 15 minutes.
Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Beast of Burden. The shieldback is considered to be one size larger for the purpose of determining its carrying capacity. 19 Str x15 lbs x2 Large x2 Beast of Burden = 1,140 lbs carrying capacity. Can pull twice its carry capacity or 2,280lbs but at 5 speed.
Defensive crouch. When threatened a shieldback will crouch down protecting its legs and underside. This increases its AC by 2 (17) but in this state it can not attack and it takes one round to stand back up.
Tail slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Keen sight. The sparrow has advantage on Wisdom(Perception) checks involving sight
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
Hold Breath. While out of water, the squid can hold its breath for 30 minutes.
Water Breathing. The Squid can breathe only underwater.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Underwater Camouflage. The stingray has advantage on Dexterity (Stealth) checks made while underwater.
Water breathing. The stingray can breathe only underwater.
Tail Spike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw, taking 4 (2d4) poison damage on a failed save, or half as much on a successful one.
Proficiency Bonus +2
Beak. Melee Weapon Attack: +5 to hit, Hit: 7 (1d10+2) slashing damage
Hold Breath. The walrus can hold its breath for 10 minutes.
Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.